// void, Obj this, Obj To
Settlement sett;
Building me;
Building it;

me = .AsBuilding();
it = To.AsBuilding();

//if(!it.IsHeirOf("BaseVillage")
//&& !it.IsHeirOf("BaseTownhall")
//&& !it.IsHeirOf("BaseShipyard")
//&& !it.IsHeirOf("Outpost")
//&& !it.IsHeirOf("IronMine")) 
//return;

sett = .AsBuilding().settlement;

if (sett == it.settlement) return; 

if(me.player == it.player || DiplGetShareSupport(me.player, it.player)){

	EnvWriteString(sett, "tribute_people", "on");
	EnvWriteString(sett, "stoptribute_people", "off");

	if(EnvReadString(sett, "tribute_gold") == "")
	    EnvWriteString(sett, "tribute_gold", "off");
	if(EnvReadString(sett, "tribute_food") == "")
	    EnvWriteString(sett, "tribute_food", "off");    

	EnvWriteString(sett, "tribute_people_target", it.name);
	//sett.StartSupplyFood(it.settlement);
    UserNotification("tribute people", "", it.pos, me.player);
}
